With mod tools of Wargame, load the NDF_Win.dat file located in the repertory of the current version of AoA in the steam repertory and open the line /patchable/gfx/gdconstanteoriginal.ndfbin

Click on TModernWarfareTunableConstante And set BonusFluxVeryHard to 100 and BonusMoneyVeryHard to 2000

BonusFluxVeryHard is linked to the income gain from the HQ where the value is added.

BonusMoneyVeryHard is the money added to be initial 5000$ at the beginning of the game.=> if you don't want to face a huge rush at the beginning you can set this bonus at 0 and let the power of the AI grows over the time with the first variable.

Of course, US AI wil have the best benefit of this since US units are mostly based on money.

You will see that the AI will build more defenses, large attack groups with full upgrades and more...

More variables are currently investigated but I don't see by now a real effect.

Here's below the variables :

Everything > TIAStratConstantesDescriptor_ActOfRuse

- NbMacroActionAllowedToProduceSimultaneous(Seems to be linked to number of buildings the AI can build simultaneous or battle group management)

Maybe these ones are related to the amount of resources (fraction of the total income) the AI will spend for specific actions and behaviours (super weapons, base defenses and such), and so defining a certain type of AI behaviour (defensive/rush/tech...etc)?

What do the values look like? (don't have the Tools)

Looking forward to see any of your future "AI special forces" mod for AoA

That's the saddest part of the story. I was getting used to think, after nearly three decades of its existence, that the word "Strategy" was the main cornerstone of the RTS genre and golden age.